BBCF/Yuuki Terumi

From Dustloop Wiki
Jump to: navigation, search
Yuuki Terumi
BBCF Terumi Portrait.png

Health: 10,500

Combo Rate: 60%

Jump Startup: 4F

Backdash Time 22F / Invul: 1-5F

Movement Options
Double Jump, 1 Airdash, Dash type: Run
Play-style
Offensive, High Meter Gain
  

Overview[edit]

The man only known as Yuuki Terumi is one of the primary antagonists of the BlazBlue series and a former member of the Six Heroes, as well as the creator of the Azure Grimoire. He is also the founder of both the Novus Orbis Librarium and Sector Seven, often manipulating both sides to reach his goals. He first appeared as a playable DLC character in BlazBlue: Chrono Phantasma.

Drive: Force Eater[edit]

Terumi's Drive is centered around Heat gain. By using his Drive, Terumi gains extra meter on hit and block, far beyond what most characters normally get; note that meter gain from his Drive prorates along with the combo, so you will get less for doing multiple Drives in one combo. The opponent will also not gain any Heat when they block (or get hit by) Terumi's Drive attacks.

Overdrive: Nightmare Reaper[edit]

Increases the Heat gained from Drive attacks and generally improves them in terms of hitbox, damage, etc. Terumi will also drain the opponent's meter when his opponent blocks (or gets hit by) his Drive attacks. It also allows Terumi to cancel his supers into other supers (even the same one he just performed) so long as he has enough Heat to perform another super. Nightmare Reaper also allows Terumi to cancel any super into his Exceed Accel on hit and block allowing him to easily end his combos with big damage and gain active flow.

Strengths/Weaknesses[edit]

Strengths Weaknesses
  • Very high Heat gain means more Rapid Cancels/Counter Assaults/Crush Triggers/Distortion Drives.
  • Very good mobility with high speed.
  • Strong rushdown and pressure options.
  • Good defensive options with 50 meter.
  • Astral Heat is extraordinarily easy to combo into, giving him an easy way to quickly end a match.
  • Benefits immensely from Overdrive and Active Flow.
  • Mixup game is bad without meter.
  • Range on his Normals make it difficult for him to get in and stay in, especially against zoners (without meter) or characters with superior range and footsies, also makes him very susceptible to barrier
  • Has a very hard time confirming punishes at his max range without meter: Snakebite does not connect at maximum range, and 6C can have issues connecting at that range.
  • The hurtboxes on some of his normals often extend before the attack becomes active, meaning he must be very careful against footsie-oriented characters.
  • Lacks reversal options without 50 Heat or Overdrive, making him reliant on both resources.
  • Low average meterless damage.
  • Below-average health.


Normal Moves[edit]

5A[edit]
5A
BBCP Terumi 5A.png
Classic backhander
Damage Guard Startup Active Recovery Frame Adv Attribute
300 All 5 3 9 0 B
  • Whiffs on all crouching characters except Hakumen and Tager.

Terumi's fastest normal at 5 frames, 5A is mainly used as either an anti-air or to interrupt the opponent's pressure.


5B[edit]
5B
BBCP Terumi 5B.png
Dance and sting like an evil hornet
Damage Guard Startup Active Recovery Frame Adv Attribute
500 Mid 8 3 12 +2 B

Terumi's 5B has much shorter range than the average 5B. However, it is +2 on block, making it an excellent pressure tool. Thanks to Terumi's fast run speed, this can also be used as a high damage counter poke in his neutral game.


5C[edit]
5C
BBCP Terumi 5C.png
Two are better than one
Damage Guard Startup Active Recovery Frame Adv Attribute
490, 490 All 11 2(11)2 2+18L -2 B

5C moves Terumi forward, allowing him to stay in his opponent's face and helps a little bit to prevent his normals from whiffing due to the opponent Barrier Blocking. Due to 5C only being -2 on block, it can sometimes be used as a tick throw option. Terumi is also considered airborne at around the first active frame, so it can also be used as a throw bait if timed right.

5C can be jump canceled on the first hit; however you cannot double jump or air dash after jump-canceling.

With meter this move can be used for mixups as rapid cancelling the first hit puts you airborne, so you can for a nasty J.B overhead, you can also wait till right before the second lands and RC into a throw or low.

Curiously, the second part of the move is programmed to only activate when Terumi starts falling, so if some external force launches him upwards (Such as Kokonoe's Gravitron), Terumi will be stuck in recovery from his initial attack until he starts falling.


2A[edit]
2A
BBCP Terumi 2A.png
Clenched fists don't have any class
Damage Guard Startup Active Recovery Frame Adv Attribute
300 All 7 2 10 +0 F

Clocking in at 7 frame startup while being +0 on block, this is one of the main pieces of Terumi's pressure game, and is also useful for throw setups. It can be used to get out of pressure, but the range is not that great.


2B[edit]
2B
BBCP Terumi 2B.png
Not safe on block but fast enough for Terumi's victims
Damage Guard Startup Active Recovery Frame Adv Attribute
480 Low 9 3 19 -8 F

This move has some of the best range of his non-Drive attacks, and it is his main low hitting normal. As such, this is used in his mixup game and in neutral, where his Drive normals are too slow to cut it. Beware of opponents with good instant blocking skills, as it makes any gatling to a C or D normal from this move besides 3C have a gap. The recovery is also really bad, to the point where caution needs to be exercised.


2C[edit]
2C
BBCP Terumi 2C.png
Far reach, jump-cancelable, what you want more?
Damage Guard Startup Active Recovery Frame Adv Attribute
720 All 13 4 25 -12 F
  • Terumi's hurtbox extends during the startup frames and is as long as the hitbox, so be careful with it in footsies.

This is one of his longest ranged normals, reaching slightly farther than 2B, not very good in neutral though, due to the startup and extended hurtbox making it easily counterpoked. It is jump-cancelable on block and hit, and unlike 5C, you can double jump and air dash when you jump cancel it. However, just like his other long range normals, it has pretty bad recovery on it, so be careful with its placement.

It is useful in pressure as you can jump cancel it into J.2D without leaving much of a gap


6A[edit]
6A
BBCP Terumi 6A.png
"From above?"
Damage Guard Startup Active Recovery Frame Adv Attribute
550 All 9 3 24 -10 B

Fast, hitbox covers his entire head, good horizontal range, and jump-cancelable on hit and block. In other words, this is Terumi's true anti-air, and a great one at that. The only downside is the damage off of it; even with Heat, it can leave a lot to be desired on normal hit.

On Counter Hit, it has a lot more hitstun, allowing for good damage and Heat Gain.


6B[edit]
6B
BBCP Terumi 6B.png
Soooo satisfying to ram your knee into someone else
Version Damage Guard Startup Active Recovery Frame Adv Attribute
Normal 650 All 24 3 12 +3 B
Feint - - - - 31 - -
  • Fatal Counter

This normal goes under highs, and also has lower body and throw invulnerability. 6B can also be feinted by holding down B for throw setups and mind games. The weakness of this normal is that it has no mid or projectile invulnerability whatsoever. Most 5Bs and DPs will blow Terumi up for abusing this move. Also, the feint has no kind of invulnerability whatsoever, meaning it is exclusively to play mind games with opponents that respect Terumi's pressure, and in certain matchups to bait reversals (Hakumen's Zanshin Drive, Noel's Chain Revolver Drive, Jin's Yukikaze).

How much this normal is used depends completely on the matchup and how well the opponent can instant block. Some matchups will be using it sparingly, but in others it will be spammed a lot.


6C[edit]
6C
BBCP Terumi 6C.png
"Slice aaand dice!"
Damage Guard Startup Active Recovery Frame Adv Attribute
500,300,650 All 13 2(8)3(17)2 31 -14 B

This is Terumi's longest ranged normal. However, it cannot be canceled into anything but a Rapid Cancel, but it is possible to combo after it without meter on Counter Hit. It is very unsafe on block and whiff (and also puts you in a Counter hit state for the recovery's duration) so if this does not connect or there is not enough meter to Rapid Cancel, Terumi will be punished heavily for it. Because of this, 6C will mainly be used as a combo ender, extender with meter, whiff punisher, and for all kinds of hard reads. Beware that instant blocking the second hit leaves a small gap which your opponent can perform a reversal with, so waiting for the third hit before rapid cancelling is not foolproof.


3C[edit]
3C
BBCP Terumi 3C.png
Always good to sweep someone off their feet
Damage Guard Startup Active Recovery Frame Adv Attribute
700 Low 10 2 30 -13 F

Terumi's other low attack; can be be used in his mixup game, but it is his only normal that doesn't chain into 6B. Because it knocks the opponent down, it allows for immediate use of 22C on hit.

On Counter Hit, it gives a hard knockdown, allowing to link other normals for more damage and even 2D if done inmediately.


j.A[edit]
j.A
BBCP Terumi jA.png
Jab, jab, jab...
Damage Guard Startup Active Recovery Frame Adv Attribute
300 High/Air 7 3 9 - H

Jumping jab. One of his best options for hitting crouchers on a jump-in. It is also a good anti-air option.


j.B[edit]
j.B
BBCP Terumi jB.png
Roundhouse kick, ha!
Damage Guard Startup Active Recovery Frame Adv Attribute
380, 380 High/Air 10 4(12)2 14 - H

An all-purpose air normal, but compared to some of his other normals, it is not that good of a jump-in. It has great horizontal range, and OK vertical range, can cross up in the later parts of the move, and hits twice.


j.C[edit]
j.C
BBCP Terumi jC.png
Slash 'em!
Damage Guard Startup Active Recovery Frame Adv Attribute
350, 350, 550 High/Air 11 2(3)2(4)2 18 - H

This is a heavily altered version of Hazama's j.C. Where Hazama mainly uses this for combo filler (Terumi does this too), Terumi's j.C sees a lot of use in neutral. j.C would mainly be used as a way for Terumi to protect himself from an approach where j.D won't cut it due to its speed. Not that great of a jump-in, but it is still good to use off of an instant air-dash.


Drive Moves[edit]

5D[edit]
5D
BBCP Terumi 5D.png
Jabak- I mean 5D
Version Damage Guard Startup Active Recovery Frame Adv Attribute
Normal 620 All 13 4 18 -3 BP
  • Gains 16% Heat on hit, 7-9% on block.
  • Terumi's hurtbox extends to the end of his hand, which is about half of the hitbox.

This is Terumi's 2nd longest ranged normal, as well as his go-to poke. The max range of this move is NOT at the tip but at around the snake's eyes (just short of the tip). This move is NOT a projectile, but it can nullify projectiles and hit the opponent at the same time. The startup and recovery are pretty sizeable, so Terumi must be careful when throwing this out.

At max range (especially if it was used to counter poke or whiff punish), Terumi is not going to get any reasonable damage or Heat Gain unless he already has Heat or gets a Counter Hit.

Overdrive 620 All 13 4 18 -3 BP
  • Gains 18% Heat on hit, 11-12% Heat on block
  • Drains 2% Heat from the opponent on hit and block

Greatly increased horizontal and vertical range.


2D[edit]
2D
BBCP Terumi 2D.png
Please Fatal Counter me......
Version Damage Guard Startup Active Recovery Frame Adv Attribute
Normal 680 All 40 15 6 +5-+17 P1*
  • Gains about 24% Heat on hit, 9-10% Heat on block

Combos from counter hit 6A. Has a progressive hitbox that pulls in the opponent, and gains great frame advantage the closer you are, making this a good meaty or reset against really passive opponents. Use it anywhere else and you give your opponent a free punish.

In 2.0, this move received a greater pull-in effect so you can actually capitalize on it's frame advantage

Note: This move IS a projectile, and like his other drive moves can also Nullify projectiles

Overdrive 350*3 All 40 15 6 +11 P1*
  • Gains 35% Heat on hit, 22% Heat on block
  • Drains 6% Heat from the opponent

Has a much bigger hitbox, but the uses are the same as the normal version. Unlike the normal version, it hits 3 times instead of just once.


6D[edit]
6D
BBCP Terumi 6D.png
Have a nice flight, haha!
Version Damage Guard Startup Active Recovery Frame Adv Attribute
Normal 350,300*2, 550 All 18 3 24 -8 B
  • Fatal Counter
  • Gains 30% Heat on hit
  • Followup hits only occur if first hit lands and they're relatively close.
  • Forces standing for followup.

Combo filler only. Not recommended for anything else because he has other normals that can fulfill those other purposes.

Overdrive 350,250*4, 550 All 18 3 24 -8 B
  • Fatal Counter
  • Gains 42% Heat on hit
  • Drains 5% Heat from the opponent on hit

Very important combo filler for his OD combos, as it allows Terumi to tag a super at the end. On the last hit, Terumi kicks the opponent farther/higher than the normal version.


4D[edit]
4D
BBCF Terumi 4D.png
Kicking the dog!
Version Damage Guard Startup Active Recovery Frame Adv Attribute
Normal 600 All 10 6 24 -16 B
  • Gains 13% Heat on hit, 7% on Block

A jump-cancellable sand kick. Like 5D, it nullifies projectiles. Being jump- and super-cancellable, it allows for mixups and safejumps.

This move can also be used as a counterpoke in certain situations, due to it's speed and lack of hurtbox on the snake it'll beat out moves with extended hurtboxes and clash with those that don't

Overdrive 600 All 10 6 24 -16 B
  • Gains 17% Heat on hit, 11% on Block
  • Drains 2% from the opponent on hit and block

Untechable time lasts until touching the ground, allowing Terumi to loop 4D>j.2D more than once.


j.D[edit]
j.D
BBCP Terumi jD.png
Yay! No extended hurtbox!
Version Damage Guard Startup Active Recovery Frame Adv Attribute
Normal 660 All 20 4 23 - HP
  • Gains about 18% Heat on hit, 5-6% Heat on block.

Terumi's main air to ground normal; the hitbox is massive and Terumi doesn't extend his hurtbox. This allows him to prevent his opponent from approaching too carelessly unless they want to give him free meter. However, J.D's slow startup makes it bad to throw out if the opponent is too close. The small amount of landing recovery allows some characters to punish Terumi on whiff, but this isn't easy to do for a lot of the cast.

It can be very hard to confirm into combos on normal hit, 5D only links if j.D is done as late as possible. j.D has a lot of pushback and knockback, making all of his other normals hard to link as well.

Got buffed in 2.0, making it easier to follow up on counter hit, it can generally combo into 5D unless you hit very early in your jump

When an airborne opponent is hit, unless it is a Counter Hit, the only options are to use meter or chain into j.2D.

Can Nullify projectles

Overdrive 660 All - - - - HP
  • Gains 20% Heat on hit, 7-8% Heat on block
  • Drains 2% from the opponent on hit and block

Hitbox becomes even bigger, making it even harder to contest. Thanks to j.2D's changes in OD, it can be used as OD combo filler.


j.2D[edit]
j.2D
BBCP Terumi j2D.png
Ressen- I mean J.2D
Version Damage Guard Startup Active Recovery Frame Adv Attribute
Normal 640 All 15 8 Until L+7 +3 H
  • Gains about 12-13% Heat on hit, 6-7% Heat on block.

Terumi's pressure reset tool. Combined with jump startup, the fastest it can done is 20 frames. While it is +3 on block when TK'd, the only time Terumi can go into it without leaving a 10+ frame gap is from 5C or 2C (there is a small gap for the opponent to jab, but they don't get anything big unless they instant block, have a DP, or have meter).

This move's main use is as an Overdrive combo extender and as an air combo ender.

J.2D can also be used as a meaty if you know your opponent will Emergency tech due to it's abundance of active frames (8), it's frame advantage (which can go up to +8 if timed right) and the abilty to safejump or option select reversals if timed right

Overdrive 640 High 15 8 Until L+7 +3 H
  • Gains 14-15% Heat on hit, 8-9% on block
  • Drains 2% from the opponent on hit and block

While the hitbox doesn't change, it now causes a hard knockdown, allowing follow-ups whenever it lands no matter what. Great OD combo filler and pressure option.

In overdrive you gain access to the 4D>J.2D loop which can be done multiple times to (re)gain meter


Universal Mechanics[edit]

Forward Throw[edit]
Forward Throw
5/6B+C
BBCP Terumi ForwardThrow.png
The heel must hurt...
Damage Guard Startup Active Recovery Frame Adv Attribute
1500 - 7 3 23 - T
  • 100% minimum damage

Can cancel into Crush Trigger, Overdrive, and any special (besides 22C) or super on the first hit of the grab. All options above, including 22C, are possible on the 2nd hit.


Back Throw[edit]
Back Throw
4B+C
BBCP Terumi BackThrow.png
"Sucks to be you!"
Damage Guard Startup Active Recovery Frame Adv Attribute
1500 - 7 3 23 - T
  • 100% minimum damage

First hit works the same as the forward grab, while the second hit tosses the opponent behind Terumi and wall bounces, allowing follow-ups after dashing. Also special-, Distortion-, and OD cancelable.


Air Throw[edit]
Air Throw
j.B+C
BBCP Terumi AirThrow.png
"Sucks to be you!", now in air
Damage Guard Startup Active Recovery Frame Adv Attribute
1500 - 7 3 23+3L - T
  • 100% minimum damage

Works the same as back throw, except when the opponent wall bounces, they bounce back towards Terumi.

Beware of doing air grabs with the opponent too close to the corner. If they are, they will not wall bounce and they will simply be put in a hard knockdown, where only Jakyou Messenga can reach in time to combo.


Counter Assault[edit]
Counter Assault
6A+B (When Blocking)
BBCP Terumi 6A.png
Sh**, missed again!
Damage Guard Startup Active Recovery Frame Adv Attribute
0 All 13 4 35 -20 B

Decent speed and range but EXTREMELY EASY to whiff with. On counter hit it pushes the opponent all the way to full screen. Only use it in emergency situations.


Crush Trigger[edit]
Crush Trigger
5A+B
BBCP Terumi CT.png
Zanei- I mean Crush Trigger
Version Damage Guard Startup Active Recovery Frame Adv Attribute
Uncharged 1000 Barrier 20 1 25 0 B
Charged 1000 Barrier 30~61 1 25 0 B
  • Causes Guard Crush on normal block. Will drain a portion of the Barrier Gauge when Barrier Blocked, and can be charged to drain even more.


Special Moves[edit]

(All of Terumi's Special moves can be cancelled into his Distortion drives)

Snakebite - Jagaku[edit]
Snakebite - Jagaku
236D
BBCP Terumi 236D.png
You're gonna see this A LOT
Damage Guard Startup Active Recovery Frame Adv Attribute
520,300,1000 - 16 3 13 -4 B
  • Gains 29% Heat on hit.
  • In Overdrive: Gains 34% on hit and drains 5% from the opponent.
  • Recovery higher on block (24)

Decent whiff punisher when meter is needed, and one of Terumi's main combo enders, as well as an extender with meter. It is Distortion-cancelable on the first and third hit, and Terumi can RC throughout the move. When used as a combo ender, however, it can be very hard to punish rolls midscreen, but it can be used to catch rolls on specific combo enders (6C, 22C). Very unsafe on block so be careful throwing it out.

It can be used as a very gimmicky pressure reset and throw setup by putting the opponent in blockstun and making it whiff.

A major change in BBCF is that this move now has a minimum height restriction; due to this, the move doesn't fully animate on airborne opponents too far from the ground. However, Terumi can follow up with 5A or 5B after hitting an airborne opponent, giving the move corner carry abilities.


Retaliating Fang - Gasenshou[edit]
Retaliating Fang - Gasenshou
214D
BBCP Terumi 214D (1).png
BBCP Terumi 214D (2).png
"Enjoy the pain!"
Damage Guard Startup Active Recovery Frame Adv Attribute
0, 196*16 - 25 3 43 - T
  • Gains 34% Heat on a successful grab.
  • In Overdrive: Gains 44% Heat and drains 10% from the opponent.

Has great range for a command grab, but it is very slow. Can be used sparingly as a mixup option to get the needed Heat, but if overdone, Terumi will be punished very heavily for it.


Cleaving Fang - Garengeki[edit]
Cleaving Fang - Garengeki
22C
BBCP Terumi 22C.png
That stomping special
Version Damage Guard Startup Active Recovery Frame Adv Attribute
Light 400*2,1100 - 11 3 25 - F
Heavy 400*2, 250*3, 1100 - 11 3 25 - F

Purely combo filler. All of Terumi's most damaging combos use this move.

Two versions exist for this move: 22C (Light version) and 22CCC (Heavy version). The heavy version can be triggered by pressing the C button at least three times before the second stomp connects:

  • Light version: Two stomps, one kick.
  • Heavy version: Five stomps, one kick.

A major change from BBCP is that both versions send the opponent flying away very high. However, the move is now special- and OD-cancellable, so Terumi must special-cancel it to follow up.


Tsuishoga[edit]
Agonizing Fang - Tsuishoga
214C
BBCF Terumi Tsuishoga.png
Quite a literal overhead
Damage Guard Startup Active Recovery Frame Adv Attribute
800 High 19 3 18 -4 B

Fast overhead, and relatively safe on block. Can be used in corner combos thanks to Cleaving Fang being special-cancelable.

As of 2.0 forces crouch on hit and can follow up on CH (basically a knock-off of Jin's 6A)


Distortion Drives[edit]

Gleaming Fang - Jakyou Messenga[edit]
Gleaming Fang - Jakyou Messenga
41236C [Air OK]
BBCP Terumi 41236C.png
Not best super anymore.
BBCP Terumi 41236C Air.png
Who says that snakes can't be fast?
Version Damage Guard Startup Active Recovery Frame Adv Attribute
Normal 1440 - 4+6 10 39 -4 B
Normal (Air) 1440 - 4+3 Until L 21 - B
  • Fatal Counter
  • Minimum damage: 360

Terumi rushes at the opponent enveloped in a snake-shaped aura, covering up to ¾ of the screen (air version varies depending on how high Terumi is when used).

On a successful hit, around 3000 damage combos can be used with minimum requirements. Unlike in BBCP, it now only has projectile invulnerability, so it can't be used as a reversal; however, the projectile invulnerability is active from the first frame, so it can be used as an anti-zoning tool. It is -4 on block, and even on Instant block puts you too far away from the opponent to be punished.

No longer his best Distortion Drive in terms of utility, but still good for getting in on zoners or punishing projectile supers.

Overdrive 600, 1440 (2040) - 4+6 10 (22) 4 36 -4 B
Overdrive (Air) 600, 1440 (2040) - 4+3 Until L 20 - H
  • Minimum damage: 680

OD version adds an additional rush to the attack (ground and air version), negating the side switch. It also does more damage and gives more time to follow up.


Divine Twin Blades - Gouga Soutenjin[edit]
Divine Twin Blades - Gouga Soutenjin
623B [Air OK]
BBCP Terumi 623B.png
10 frames of invul! Hold that Haz!
Version Damage Guard Startup Active Recovery Frame Adv Attribute
Normal 1100*2,1800 - 4+3 4,8 (15) 6 27+21L -35 Ground: B*2, H
Air: H
  • Minimum damage: 840

His main reversal option. Very fast, but also very punishable on block or whiff. Recommended to use when you have 100 meter so you can rapid cancel it safely. Can be followed up on Counter Hit.

Overdrive 1000*5 - 1+4 4,4,4 (15) 6 (14) 4 9+21L -35 Ground: B*4, H
Air: H
  • Minimum damage: 1100

OD version adds an extra kick at the end which groundbounces the opponent, allowing follow-ups; the ground version gives 8 frames to follow up, while the air version gives 11 frames, making it a staple OD combo extender. The OD version can be very useful as a reversal option as even on block you can make it safe by cancelling into your EA.


Serpent's Laceration - Orochi Burensen[edit]
Serpent's Laceration - Orochi Burensen
63214A/B
BBCP Terumi 63214B.png
Up High.
BBCP Terumi 63214A.png
Down Low.
Version Damage Guard Startup Active Recovery Frame Adv Attribute
Normal (B) 2443 - 13+2 2 16 -1 B
  • Minimum damage: 715

The B version is an overhead. Wallbounces towards Terumi midscreen, wallsticks in the corner, and is Terumi's main corner combo extender.

Normal(A) 2253 - 13+2 2 28 -13 F
  • Minimum damage: 545

The A version is a low. With 100 Heat, this is a legit mixup, but the damage is low for the amount of resources used. The A version cannot be followed up without 100 Heat. Wallbounces towards Terumi midscreen; wallsticks in the corner.

When Rapid Canceled on the second hit, the A version leaves them in a long untechable state, making it useful in specific combos (or for a taunt.)

As a side note, finishing an opponent with the first or second hit will give you a taunt voice clip while rubbing it in instead of his usual round win quotes.

Overdrive(B) 3166 - 13+2 2 16 -1 B
Overdrive(A) 3166 - 13+2 2 28 -13 F
  • Minimum damage: 890

Increases the damage of both versions, making them do the same amount of damage. Unlike in BBCP, the B version doesn't have the bow at the end of the OD version.


Venomous Bite - Ouja Zanrouga[edit]
Venomous Bite - Ouja Zanrouga
236236A
BBCP Terumi 236236A.png
When it works, then with a big, venomous grin...
Version Damage Guard Startup Active Recovery Frame Adv Attribute
Catch - - - - 187 - -
Attack 2800 - - 6 - - -

Terumi walks and casually swings Ouroboros while laughing. Guard point lasts from 1-112F

A counter-style super that triggers off mids and highs, but loses to lows, projectiles, unblockables, and throws. Counters on frame 1, and if triggered, Terumi flips over them and slashes with his chains for a side-switch combo. Deals massive damage and can be Rapid Canceled for even more, but the downside is that it loses to almost everything.

When triggered, it creates a hitbox on the ground in front of Terumi which activates the counter if the opponent is caught by it. As such, it will guardpoint but not counter jump-ins, crossups, and rising moves like Inferno Divider.

Part of the trick of this move is that it looks very similar to his normal walk cycle. It is possible to condition your opponent to see this move coming and mix it up with just walking forward. If they try to use a low or throw (which beat venomous bite) you can beat them with 6B.

Catch (OD) - - - - 187 - -
Attack (OD) 80*5, 2800 (3200) - - 6 - - -

Does increased damage, becomes super-cancelable on a successful counter, and can counter lows. Other limitations still apply, however.


Serpent's Cursed Sting - Jabaku Fuuenjin[edit]
Serpent's Cursed Sting - Jabaku Fuuenjin
632146D
BBCP Terumi 632146D (1).png
BBCP Terumi 632146D (2).png
Drain everything until nothing is left
Version Damage Guard Startup Active Recovery Frame Adv Attribute
Attack 1160 - 7+10 4 34 -17 B
Additional Attacks 94 All - - - - -
Finisher 866- 2284 (2308-4384 Total) All - - - - -
  • Damage increases with the amount of Heat you have.
  • Always uses all of your Heat on hit, but on whiff or block just 50.
  • Minimum damage with 50 heat: 930
  • Minimum damage with 100 heat: 1680

Terumi slashes the opponent with a sword made out of his evil greenish energy. If it hits, he'll rush forward and grab the opponent, wrapping two snakes around their arms. He'll proceeds in pumping his vile force into the opponent while draining their power before dropping them to the ground and kicking them away.

Very strong combo ender due to its very high minimum damage. In CF, it is the highest damage finisher at all heat levels. Also doubles as his second metered reversal option, although it is slower than 623B but has MUCH! more invul. It will always use up all of Terumi's Heat on a successful hit. When at 75 Heat and below 100, Terumi has 8 frames to follow up with a normal; however, the follow-up only comes into play if this move is used as a reversal.

Attack (OD) 1160 - 7+10 4 34 -17 B
Additional Attacks (OD) 105-118, 385, 481 All - - - - -
Finisher (OD) 1310-2184 (3138-5665 Total) All - - - - -
  • Minimum damage with 100 Heat: 2030; if opponent has Heat, it's 2130 (2180 during heat regen).

OD version drains a lot of the opponent's Heat (up to 53%; 5% Heat for every 5% Heat Terumi has). 100 Heat version does insane damage on hit. 75% version does more damage, and follow-up is still possible, but Terumi cannot get as much from it as the regular version. 50% version, besides the Heat drain, remains unchanged.


Screeches of the Condemned - Jarin Renshouga[edit]
Screeches of the Condemned - Jarin Renshouga
236236D/214214D
BBCP Terumi 236236D.png
BBCP Terumi 214214D.png
Get over here and let me hear you cry!
Version Damage Guard Startup Active Recovery Frame Adv Attribute
Normal 4548 - 9+18 Until Offscreen Total 103 0 P*
  • If first hit guard crushes, the second hit confirm into the rest of the attack.
  • Minimum damage: 1740

Terumi shoots out a chain either straight (236236D) or at a 45 degree angle (214214D). If it connects, he shoots another chain and lifts the opponent into the air. He then pulls himself to the opponent, inflicting great pain with his mightily kicks and slashes. In the great final, he lunges into his victim from above while covered in his diabolic energy resembling a green lindworm and devours them, including their screams of pain.

Costs 100 Heat and has a good amount of invulnerability. It guard-crushes on normal guard, and if Barrier Blocked, it pulls his opponent to him, leaving him/her in a good position. This is mainly used to close out matches midscreen and against zoners to blow up projectile throwers and punish them fiercely. Has a minimum distance at which the opponent must be away from Terumi (roughly half screen; anti-air version is roughly 1 1/2 character lengths, although if they are too close, it becomes inconsistent) or it will completely pass through the opponent.

Overdrive 5907 - 9+18 Until Offscreen Total 103 0 P*
  • Minimum damage: 2330

OD versions are completely unblockable. Because if this, it can be used to play mind games with the opponent or on Overdrive Raid (GCOD) against projectiles to punish them for massive damage.

Last hit can be cancelled into Terumi's Exceed Accel for insane damage.


Exceed Accel[edit]

Dungeon of Serpents - Jaraku Enkokusen
ABCD during Overdrive
BBCF Terumi JarakuEnkokusen.png
"Come on, devour them!"
Version Damage Guard Startup Active Recovery Frame Adv Attribute
Normal 600, 400*6 - Fast: 10
Slow: 20
3 19+15L -10 -
Active Flow 600, 1200, 500*8 - Fast: 10
Slow: 20
3 19+15L -10 -
  • Does not cost Heat, but immediately ends Overdrive if used.
  • Becomes stronger and flashier with Active Flow.

Terumi performs a flying kick towards the opponent. If it connects, he summons a portal from which several small snakes attack the opponent. Puts Terumi in Active Flow if he hasn't already been in it already. On Active Flow, Terumi summons a single, large viper instead. Has full invuln and is safe on block, but it has no minimal damage and cannot be rapid-canceled.

Because of the effects of Nightmare Reaper, Terumi can super-cancel most of his supers into this move even on block.


Astral Heat[edit]

Unholy Wrath of the Basilisk - Orochizanto Reppuga
222D
BBCP Terumi 222D 1.png
"Allow me to show you..."
BBCP Terumi 222D 2.png
"...the true hand of God!"
Damage Guard Startup Active Recovery Frame Adv Attribute
DESTROY - 5+16 16 Total 76 -22 P*

Terumi creates a red portal with his Ouroboros chains on the ground in front of him. If the opponent is caught in it, he proceeds to shoot out dozens of green snake-like energy blasts at the opponent from a portal summoned behind him while laughing like a maniac, then turns into the Black Susano'o and uses a mighty slash to finish the opponent off.

A very easy Astral Heat to land. Can connect from 236D, 6D, CH 6A and numerous other things. Compared to other Astral Heats, Terumi's is a very practical way to finish the match.


External References[edit]



BlazBlue: Central Fictione
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesHeat/Barrier/Burst GaugeMisc